/Engine/Plugins/Runtime/CommonUI/Source/CommonUI/Public/CommonActivatableWidget.h
Note that removing an activatable widget from the UI (i.e. triggeringDestruct()) will always deactivate it, even if theUWidgetis not destroyed. Re-constructing the underlyingSWidgetwill only result in re-activation if auto-activate is enabled.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisableNativeTick)) class UCommonActivatableWidget : public [UCommonUserWidget](API\Plugins\CommonUI\UCommonUserWidget)
TSoftObjectPtr<...
ActionDomainOverride
Enable to override the inherited ActionDomain from owning CommonActivatableWidget.
ESlateVisibilit...
ActivatedVisibility
bool
bAutoActivate
True to automatically activate upon construction
bool
bIsBackActionDisplayedInActionBar
True to receive "Back" actions automatically.
bool
bIsBackHandler
True to receive "Back" actions automatically.
bool
bIsModal
True to have this widget be treated as a root node for input routing, regardless of its actual parentage.
bool
bOverrideActionDomain
bool
bSetVisibilityOnActivated
bool
bSetVisibilityOnDeactivated
bool
bSupportsActivationFocus
True if this widget is a candidate to receive/route focus or specify a desired UIInputConfig when active.
ESlateVisibilit...
DeactivatedVisibility
*If
false
True to prefer automatically restoring focus to the widget that was focused when this widget last became the non-leafmost-active-widget.
TObjectPtr<UIn...
InputMapping
Optional mapping context to be applied & removed on activation & deactivation respectfully.
int32
InputMappingPriority
Enhanced Input priority.